Diablo - This Double XP weekend has made me realize something..


This Double XP weekend has made me realize something..

Posted: 16 Jul 2017 01:01 PM PDT

I'd take a Double Goblin / Double Bounty weekend 100% of the time over XP. The simple fact that the bonus isn't applied to the closing of GR's makes this buff nearly half effective, on top of the fact that the ones who will benefit the most from this weekend are the people who are botting and exploiting freely anyways.

Farming Paragon levels for Non-Season, which a large portion of the playerbase chooses to avoid, is seemingly pointless. Whereas extra goblins would allow those of us who haven't found the Rainbow wings yet more of a chance at those, or those of us wanting to reroll for that perfect legendary could dedicate our time to stockpiling bounty mats.

Blizzard, I appreciate the initiative but I personally feel like you missed a large opportunity here at a time when the communities trust is already shaky.

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An in-depth analysis and guide on Trag'Oul's Corpse Lancer

Posted: 16 Jul 2017 01:22 PM PDT

Foreword

This is a guide for greater rift gearing the recently popularized Trag'Oul's Corpse Lancer - a rotation based Convention of Elements build that uses Corpse Lance:Blood Lance as its only source of damage. The build at hand showcases a new type of solo playstyle that evolves around heavy single target DPS - assassinating yellow elites and completely neglecting trash density.

This guide will explain the build, its mechanics and its resulting gearing choices in detail and will hopefully clear up some urgent questions I've seen rumoring within the community.

The itemization part of this guide only covers seasonal play and therefore ignores legacy items. The following mechanics part is valid for seasonal/nonseasonal both for solo and group play. The mechanical analysis deduces Breakpoint-Tables for CDR and APS that are later on used to evaluate the resulting DPS of the build.

I consider this guide to be for advanced players that are aware of the general idea behind the build.


Itemization

You can skip this section, if you are only interested in a resulting d3planner build. Neither APS nor CDR Breakpoints are minmaxed in this section.

Equipped Items

  • Trag'Oul's Avater (6 pieces)
    • Unarguably one of the strongest 6PC multipliers combined with one of the weakest 4PC damage reductions. The nature of this set, giving a seperate multiplier for %life spending skills, is perpendicular to its damage reduction, which makes primary vitality rolls nearly neglectable while actively dealing damage to a target.
  • Endless Walk
    • Complements the build very well. Gives much needed damage reduction during downtime and a decentish multiplier while actively damaging a target.
  • Dayntee's Binding
    • Flat damage reduction. It's within the name: Binding for any build - as of now.
  • Conventon of Elements
    • A defining item within this build. With a 12 second CoE-rotation (Cold, Physical, Poison) the build at hand scales DPS-wise with CDR only at specific breakpoints. From all items within this build CoE has the biggest impact on your playstyle and primary rolls on your gear.
  • Nemesis Bracers
    • Helps out with one of your biggest issues: yellow elite density. Don't forget you wear these during a rift guard fight with a power pylon backed up! Within a 4-man setup you'll switch to Ancient Parthan Defenders instead.
  • Generic Phylactery
    • No beneficial legendary affix on this slot. Pick your best rolled Off-Hand (with maximum essence).
  • Trag'Oul's Corroded Fang
    • Very hard to get in a well-rolled state due to the double secondary requirement (high affix roll, maximum essence). Very good synergy with Dayntee's results in a strong DPS and DR combination.

Cubed Items

  • Weapon/Offhand: Reilena's Shadowhook
    • Straight up better than The Furnance for any Necromancer-Build to come in the future. Minmaxing its multiplier is key in terms of gearing and skill choices.
  • Armor: Corpsewhisper Pauldrons
    • A seperate multiplier for Corpse Lance that is not diminished by %skill primary affixes.
  • Jewelry: Krysbin's Sentence
    • A seperate multiplier that gives you full benefit if and only if the target is being hard crowd controlled (in short: hard-cc).

Legendary Gems

  • Bane of the Trapped
    • Self-explanatory
  • Zei's Stone of Vengeance
    • In contrary to MH Wiz you should always prefer the Oculus Ring multiplier to ranging for Zei's.
  • Esoteric Alteration
    • Self-explanatory solo choice
  • Bane of the Powerful
  • Pain Enhancer
    • A 4-Man choice that can reliably make you reach 2 FPA - Yes you read it correctly. Corpse Lance has the most insane FPA scaling the game has to offer as of now. This gem can essentially double (even triple) your damage compared to currently popularized solo variants.
  • Bane of the Stricken
    • A 4-Man choice for RG-Killer setups. ICD behaviour with Corpse Lance is unclear as of now. Requires you to drop Decrepify:Borrowed Time for Grim Scythe:Cursed Scythe.

As a reference for skills/abilities you can check this d3planner build. Neither APS nor CDR Breakpoints are minmaxed. Continue reading.


Mechanics

This section is done in a Q&A style, which should hopefully make this guide easier to follow and clear up basic knowledge.

Does Corpse Lance have Breakpoints?

Yes, it scales with attack speed yet it's a bit different from how'd you expect the skill to work. If you read my LoN WD analysis, you'll remember that Spirit Barrage has a Base Animation Length of 21 Frames and an inherent Speed-Coefficient of 1.2, yielding this Breakpoint-Table. The more attack speed your character has the shorter will be your casting animation of Spirit Barrage. While Corpse Lance has a casting animation aswell - your character stops moving when you attempt to cast Corpse Lance - attack speed is not shortening its casting animation (in a DPS-increasing manner). Attack speed merely allows you to use more corpses within one casting animation of Corpse Lance.

So for Spirit Barrage a "better breakpoint" means that my characters needs less time to cast a single Phantasm. For Corpse Lance a "better breakpoint" means I use more corpses within its static casting animation?

Exactly - one Phantasm has a variable length of casting animation wheras a variable amounts of corpses is used during Corpse Lance's casting animation. Both skills scale with attack speed, yet in a different way.

Got it. Yet, with higher attack speed it seems that my Necromancer spends less time casting Corpse Lance while force moving. How is that?

Per se, that is not incorrect. The casting animation is shortening, yet it's not a DPS-increasing effect. Imagine running at a target while there are sixteen corpses around you. You tap Corpse Lance exactly once (not holding down). The casting anmiation merely depicts the "minimum amount of frames" your character is "stuck casting". While the animation is resolving a "corpse firing interval" is ticking - this specific interval is shortening with attack speed. In total: the attack speed breakpoint defines how many corpses will be used for that one Corpse Lance button press. This means: In one scenario you might only use two corpses with a single button press; in another you might use five. Equipping enough attack speed to "barely" reach the next "corpse firing interval" is the attack speed minmaxing you'll need to do. In other words: Corpse Lance mimics a "channeling skill" where the tickrate interval decreases such that the ressource cost (corpses) per second increases.

So, in a way Corpse Lance is a channeling skill?

The game doesn't define it as a channeling skill - but it's safe to think of it as a ressource spending channeling skill. It's cascaded in attack speed breakpoints that will increase your "corpses used" per second. Even though it's not technically speaking correct to talk about "frames per animation" (FPA) for channeling skills, the theorycrafting community does that quite frequently. A more appropiate term would be "frames per tick" (FPT) which in this case would mean "frames per corpse".

Arlight. So what APS should I aim for?

It's not that easy - since APS and CDR are both important DPS primary affixes in this build. Unfortunately those affixes are not only comeptitive with each other but also with mainstat, critical hit chance, critical hit damage, and %elemental damage - in other words with damage per hit (DPH) primary affixes. While channeling you'll fire a corpse each floor(12/APS) frames and this behaviour yields this Breakpoint-Table (all credits to /u/Bear_666 for confirming all BPs and providing this sheet). CDR will decide in what rotations you get to use LotD/Simulacrum (24s, 36s, 48s, 60s) - meaning, in total, we have to compare DPS(APS, CDR, DPH) of different gearing setups, which explains why the d3planner build of the itemization section is missing out on several primary affixes.

Sounds a bit complicated to me. Not sure I can follow here.

Don't worry. In the end it boils down to

DPS = (Damage Per Corpse x Corpses Used Per LotD)/(Rotation in Seconds) 

which is, quite frankly, easy to understand. Damage Per Corpse only scales with DPH, Corpses Used Per LotD only scales with APS and Rotation in Seconds only scales with CDR (and %life lost for Blood is Power). In the end we'll be comparing DPS values - I just mentioned the approach for the sake of completeness.

Alright, before we continue, I was wondering why The Johnstone didn't make the cut considering it's a severe DPH multiplier?

It's due to a mechanical limitation by corpses. At all times your character is bound to a maximum of sixteen corpses - that value can't be exceeded. If you create a new corpse while being capped, the oldest corpse will despawn. You can have a several hundreds of stacks on Johnstone - yet you have literally zero chances to use all of them with Corpse Lance outside of LotD. While Corpse Explosion can create multiple corpses with one usage (meaning it is self-sufficient in terms of chaining itself), Corpse Lance usually can't. Most of the time you'll use multiple corpses to exactly kill one target creating one additional corpse. Therefore, outside of LotD Corpse Lance can only utilize sixteen Johnstone stacks, which renders it useless.

I see. So how does it work in LotD then? Is there also a limit?

As of now we are not aware of a corpse/second limitation via LotD - if there is one, then it's not reachable for us. At 4.01+ APS (resulting 2 FPA) you'll hit 200 Johnstone stacks after ~6.7 seconds, which matches the expected consumption of 30 corpses/second. Not a single skill combination in the game comes even close to those damage instances/second values.

Interesting. How are those low FPAs working with Stricken?

Still has to be figured out. Might take a while. It's extremely tedious work. Anyone is welcome to help here.

Anything else I should know about Corpse Lance?

Some basic mechanics: Travel time of the projectile is 35 frames. Corpses within 75 yards of your character and within 35 yards of your target are eligible for usage when Corpse Lance ticks.

What are the damage multipliers in this build?

These are the multipliers that define the damage per Corpse Lance:

Hit-Multiplier = * Mainstat * Corpse-Lance-Skill * Trag'Oul's-Avatar * Bane-of-the-Trapped * Zei's-Stone-of-Vengeance * Convention-of-Elements * Reilena's-Shadowhook * Krysbin's-Sentence * Corpsewhisper-Pauldrons * Trag'Oul's-Corroded-Fang * Oculus * (1 + %Corpse_Lance) * (1 + %Physical_Damage) * (1 + %Gem_of_Efficacious_Toxin + %Strongarm + %Exploding_Palm + %Unity + %Falter) 

What are the CDR Breakpoints?

We are determing a CDR Breakpoint for each CoE-Rotation between 12s-84s both with and without Blood is Power(BiP). If you are having troubles understanding Blood is Power and the following calculations make sure to checkout this source - since as of now Blood is Power is "probably" not working as intended. Let t denote the CoE-rotation played. Let x_1 denote the minimum amount of CDR needed to play rotation t without Blood is Power. Let x_2 denote the minimum amount of CDR needed to play rotation t with Blood is Power.

t = 120 - 120 * x_1 t = 120 - 120 * (1 - (1 - x_2) * (1 - 0.2 * (1 - x_2))) 

This leads to the following CDR Breakpoint-Table:

t minCDR w/o BiP minCDR w/ BiP
12 0.9 0.897916
24 0.8 0.791288
36 0.7 0.679449
48 0.6 0.561553
60 0.5 0.436492
72 0.4 0.302776
84 0.3 0.158312

What are the APS Breakpoints?

The "corpse fire interval" is defined via:

FPA = floor(60 * 0.2 / APS) 

This leads to the following APS Breakpoint-Table:

minAPS maxAPS FPA Corpses/Sec
- 1.000 12 5
1.001 1.090 11 5.45
1.091 1.200 10 6
1.201 1.333 9 6.67
1.334 1.500 8 7.5
1.501 1.714 7 8.57
1.715 2.000 6 10
2.001 2.400 5 12
2.401 3.000 4 15
3.001 4.000 3 20
4.001 5.000 2 30
5.001 - 1 60

I suspect those are all the tables we need. How do I evaluate my character now?

Let's take a look at R1 World Necromancer fuczzang and let's take a look at his primary affix priorities (Shoutout to fuczzang for giving me permission to do this). If we update the basic d3planner with his primary affix stat priorities, we'll get the following overall build: https://www.d3planner.com/824082633 with 1.57 APS, 59.38% CDR in Rift, 49.73% CDR on Rift Guard and 470,721,507,460 Damage per Corpse.

Rift-DPS = (470,721,507,460 * 600/7)/(48) = 8.4057 * 10^11 RG-DPS = (470,721,507,460 * 600/7)/(60) = 6.7246 * 10^11 

We can see that with the stat priority at hand, we are not far away from the 6 FPA Breakpoint. With a few changes (Compass Rose: AVG -> IAS, Gloves: INT -> IAS) we can reach 1.77 APS, 59.38% CDR in Rift, 49.73% CDR on Rift Guard but we are lowering our Damage per Corpse to 426,099,922,737.

Rift-DPS = (426,099,922,737 * 600/6)/(48) = 8.8771 * 10^11 RG-DPS = (426,099,922,737 * 600/6)/(60) = 7.1017 * 10^11 

These slight changes would yield an overall ~5.6% DPS increase.

So is that the perfect primary distribution that maxes DPS(APS, CDR, DPH)?

In short: We don't know. The theorycraft presented in this thread merely provides a general DPS formular, with which you can calculate your resulting DPS. You can simply import your setup and maximize your DPS in regards to DPH, APS and CDR as showcased with Fuczzang's choice of primaries. The correct distribution of APS <-> CDR <-> DPH primary affixes for max DPS and the correct choice of maingems (Powerful, Gogok, Stricken) is overwhelming. Iterating over all combinations is nothing you could do by hand - yet it would yield a definite answer.

Can there be a DPS(APS, CDR, DPH) instance where dropping BiP is not a DPS loss?

Yes. Blood is Power is not as good as it seems. It's unclear if it's working as intended.

Considering we only talked about 6 FPA variants as of now. Can you reach 2 FPA with Pain Enhancer in 4-man?

Yes - that basically tripples your corpses/second compared to solo. While you have density around you, you can deal severe damage to a yellow even in 4-man. A setup like this can most definitely be viable for speeds (maybe even up to 1%s).


Disclaimer

I have cleared GR X in solo/group. I am doing fine without all this math. Why would anybody need that?

Chances are this guide is not meant for you in this case. If you prefer a "Quality-of-Life"-non-Math way of gearing your character over your personal highest group/solo achievement than this guide and its quintessence are definitely none of your concern. Merely the awareness of these mechanics might be enough for you. Using this knowledge to gain an edge over other players is entirely up to you.


Credits and Shoutouts

Credits to

  • If anyone can pinpoint me to the creater of the build, I'd be happy to give him credits. Unfortunately I have no clue where it originates from.
  • fuczzang for taking R1 World with Trag'Oul's Corpse Lancer!
  • /u/Bear_666 for confirming and providing the APS-BP-Tables!

Shoutouts to

I am sure there are more questions. I'll answer those as long as you keep'em coming. Feel free to ask them either here or jump over to my stream under twitch.tv/svr_90.

/u/sVr90

submitted by /u/sVr90
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Diablo 3 mob density is really terrible. I wish they would up it.

Posted: 16 Jul 2017 02:38 AM PDT

I love ARPGS. Put a lot of time in them. D3 is the only one where I constantly feel like I'm running out of things to kill.

Some zones are better then others, you get those in a rift or g rift and you're like "hell yeah" then you get another zone and it's empty. Even the high mob density zones still leave density to be desired.

Edit: I'm referring only to Rifts.

submitted by /u/OmniBlock
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The current state of pet necro and why it fails to recapture the necro feel and fantasy.

Posted: 16 Jul 2017 12:58 PM PDT

A long read, but this really details why the D3 Necro really fails to be what it is meant to be both in fantasy and play, and how to fix it.

The allure of the pet oriented arpg play is having an army of minions that do the killing for you while you choose to support them in various ways including CC, cursing or debuff, and even your own dps.

This is captured masterfully in D2 necro fishymancer build where you have an army of skeletons and you can concentrate on cursing, corpse explosion, and less often so but also bone prison or wall and bone spirit or bone spear.

This dynamic of having the choice of having an extremely laid back playstyle of being able to sit back and debuff enemies while your army kills them is what makes the necro.

If you want to get more involved, you can cast bone spears and whatever else, or skill into even more minions via more active minions skills like revive.

Now, regarding Diablo 3...

The WD Helltooth Garg build captures part of this fantasy.

It is an extremely laid back build. Your minions tank and kill, while you concentrate on debuffing your enemies via Ring of Death, just like a curse, and CCing your enemies with piranhado.

Now comes to the Necromancer pet build... Rathmas...

In Rathmas, the Necro pet build, you have to spam an ability, Mages. You have no choice to not spam this ability.

This, in one fell swoop, already kills the quintessential necro fantasy and playstyle of standing back while your minions do the work.

There is arguably room for 1 skill slot to move around, but we are forced into Simulacrum just for the dps build. Curses are usually mandatory, which are nice and part of pet fantasy anyway.

This extra skill slot may have been intended to be filled with Army of the Dead, so that is your extra damage like D2 Bone spirit,

or with Revive, which is like D2 redoubling on summons.

IMO obviously Revive should have been the active or spammy pet skill that you can opt in to, or switch out for other skills like more CC or direct damage if you wish.

Forcing you to spam an ability other than a curse, a very unsatisfying ability as Mages at that, is what kills both Rathma set and unfortunately the quintessential Necro playstyle.

please Blizz look into this, hear us on this, and fix it. The bonestorm playstyle and fantasy is great, weak or not, and Trang ouls has its own problems like being inactive for a minute.

But in this plea we just concentrate on the quintessential necro build, the pet build.

Until this is fixed, I will continue playing HT Garg WD to not get carpal tunnel, and I will just transmog him in black robes and pretend he is a necro.

please Blizzard give some notice to this and hear this feedback.

submitted by /u/EverydayFunHotS
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Insane Goblin Farm Route - Bluddshed

Posted: 16 Jul 2017 06:34 PM PDT

Season 11 Low Level Kanai's Gambling Guide for the Necromancer

Posted: 16 Jul 2017 05:35 PM PDT

Short version of things probably useful for "efficient" players:
Grasps of Essence - Gamble at Levels 16-28. 100% chance.
Aquila Cuirass - Levels 20-28. 1/2 chance.
Corpsewhisper Pauldrons - Level 30 exactly (31 makes it lower). 1/5 chance.

Disclaimer:
I used info from the official D3 site, a droprate spreadsheet, and manually filtered Bounty items from the lists using my memory.
This list may be slightly inaccurate due to inaccuracy of the site or my memory.

Explanation:
Certain items require a certain level to drop. This is particularly useful as it allows you to spend bloodshards on a low-level character to more quickly get certain items. Most people know about this trick for getting Lut Socks and Crudest Boots. Although they're low level items and not usable as gear at max level, they're very useful for extracting them with Kanai's cube.
I looked at the items used in the cube for various necro builds, and looked to see which of them were easier to get from bloodshards at low levels.
I wouldn't really recommend doing this with the ring/amulet, or anything with a droprate worse than 1/3, but I listed everything that might something you'd want to do.
Droprates are for when you get a legendary (10% when gambling), not when you gamble in general.

The Data:
Items you can do this with and how to:
Grasps of Essence - Gamble at Levels 16-28. 100% chance.
Aquila Cuirass - Levels 20-28. 1/2 chance.
Wisdom of Kalan - Levels 22-28. 1/2 chance.
Circle of Nailuj's Evol - Levels 16-28. 1/3 chance.
Corpsewhisper Pauldrons - Level 30 exactly (31 makes it lower). 1/5 chance.
Warzechian's, APD's, Nemesis Bracers - Levels 31-49 1/5 chance for each. (4 items but 1 is twice as likely)
Moribund Gauntlets - Levels 47-49. 1/5 chance.
Phylacteries - See https://us.battle.net/d3/en/item/phylactery/#type=legendary They all have equal droprate except for Bone Ringer. This is pointless though, as Necro meta is to use Trag's Fang or Reilena's Shadowhook in your cube in 100% of builds.

Items that are ineffective/unable to be done with this:
Weapons (specifically Reilena's and Trag's) - Gambling for weapons is a bad idea in general, especially for specific types.
Every ring other than Nailuj's ring - Gambling jewelry isn't a great idea usually, and almost all the good ones are high level reqs.
Every amu other than Kalan - Gambling jewelry isn't a great idea usually, and almost all the good ones are high level reqs.
Tasker and Theo - Ridiculously low droprate and not available until too high of a level.
Steuart's Greaves - You could probably do this trick with this, but I think it's too high of a level to be worth it.
Requiem Cereplate - Isn't available until Level 70.

References:
Item Level Reqs: https://us.battle.net/d3/en/item/
Droprates: https://docs.google.com/spreadsheets/d/1cM-s4e66ql2zsrkfkfKXmvVJ4zmngzxdzVLk9gvLvT8
Filtering bounty items from the ilvl reqs page: My memory that I hope is accurate.

tl;dr: see the short version at the top

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Obligatory "What Class Will You Play First/Main in Season 11" Straw Poll

Posted: 16 Jul 2017 09:53 AM PDT

2.6 Necromancer guides + build list • r/Diablo3Necromancers

Posted: 16 Jul 2017 02:06 AM PDT

Most wrist-healthy / non-spammy build for Season 11? (competitive, if possible)

Posted: 16 Jul 2017 02:43 PM PDT

Hey, I'm looking forward to start the new Season 11 and would like to know what are the least-spammy viable builds out there, apart from WD Gargantuan Build (don't want to play that this time).

Not focusing on leaderboards, but I would like to know which ones are faster and more competitive if there are a few options.

PS. I don't have Necromancer, but I'd like to know as well if Necro builds are spammy. If they're not maybe I'll get it!

Thanks in advance.

submitted by /u/theuit
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Has Impale DH been changed at all since season 10?

Posted: 16 Jul 2017 06:29 PM PDT

Just want to know what changes have been made. Thanks.

submitted by /u/requium94
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What is the advantage of using Blood Skeleton Mage build over Rathma Singular Skeleton Mage?

Posted: 16 Jul 2017 10:08 PM PDT

I wonder, my friend is playing Rathma SM build and I am playing Blood Skeleton Mage together. We run a lot of grift together and I noticed that he has easier time to kill the monsters over me. I am not sure whether it is the build that I am running with is simply inferior than Rathma SM or it is simply because he has 600 plvl (his plvl is 1700) higher than me?

I am now in dilemma whether I should switch to Rathma SM build or I continue sticking with Blood SM build (I had despaired like 5 items for my Trang Oul sets).

submitted by /u/Xixth
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LoK FoK build for DH?

Posted: 16 Jul 2017 09:00 PM PDT

Hey guys just wondering how the Legacy of Knightmare Fan of Knives build fairs? I just found a primal ancient Dawna and want to use it but having trouble deciding to use LoK or the Shadow Impale build!

Much appreciated.

submitted by /u/TRAXXX_
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Leave no man behind.

Posted: 16 Jul 2017 02:32 PM PDT

So just like a ton more of people (guess so), I am looking for a 4-man group or an active clan to begin season 11.

I guess we could use a thread where everyone in the same situation could leave their info and what they aim for in the season and at least get everyone a blast of a day next thursday.

I'll begin. Battle id: Quartz#2430 (EU) Looking for a 2 more guys for season 11 beginning (or an active clan) to, at the very least, get to 70 before calling it a day and after that, gear up and start Grifting, will start at launch (17:00 for me) will go until 00:00 or so and then comeback at 15:00 +- on friday.

At the moment I am with a friend, both of us rolling necros (like most people will) :P

submitted by /u/quartzito
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Achievements/Wings

Posted: 16 Jul 2017 07:17 PM PDT

As the title implies, I thought it would be neat if you got wings for completing each classes achievements, just like they did with the necro. This would get people playing other classes, and add a nice edition to the end game content.

submitted by /u/Shaukuku1175
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Social Sunday - 07/16/17

Posted: 16 Jul 2017 07:00 AM PDT

Welcome to week 21 of the Social Sunday thread!

Monster slaying is fun, but killing monsters in groups is better! Looking for a group of like-minded players to play with? This thread is for finding Clans, Communities, or other players to defend Sanctuary. Feel free to promote your Clan or Community every week.


If you have any suggestions for this thread or any other ideas, please message the mods.

submitted by /u/GharbadTheWeak
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For the upcoming season, what are the strongest (if multiple) support builds?

Posted: 16 Jul 2017 04:40 PM PDT

As the title says, I'm looking to play a support for 1 or 2 friends at a time. What are the current strongest builds/classes for that?

submitted by /u/xtaveren
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My damage is squishy as hell and I can't break through GR60+. Any suggestions what I can do to optimize things a bit? Thanks in advance!

Posted: 16 Jul 2017 04:11 PM PDT

Is Unity the equivalent of 50% damage reduction, or more?

Posted: 16 Jul 2017 11:59 AM PDT

[Suggestion] Rift Tile Blocking

Posted: 16 Jul 2017 07:55 AM PDT

Taking a page from Runescape's Slayer skill here...

Give us the option to block certain tilesets from being used when we open rifts, etc. This is similar to the slayer task block in Runescape for those of you who have played.

Maybe give Kadala a new tab? Blocking a tile set could cost a certain number of blood shards, but you can only block two or three at once.

This could also give Blizzard some data on which tile sets are being blocked the most, which would make it somewhat easier for the team to decide what needs tweaking/buffing.

The new cathederal map brought this idea on. It's infuriatingly filled with dead ends and has very low mob density when compared to other tiles.

Sort it out, Blizz!

submitted by /u/Guesty_
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Returning player looking for builds with little to no cooldowns

Posted: 16 Jul 2017 08:49 AM PDT

Hello D3 community.

I'm a longtime D2 player whose friends finally convinced him to try D3 again. My biggest gripe with D3 in the past was the reliance on skills with massive cooldown and the gear required just to mitigate it. I'm wondering if there are any builds that use either no skills with large cooldown or can get to that point with little to no dependence on CDR rolls on gear. I loved playing sorceresses and wind druids as well as ribcracker based wolf/bear druids, so something in that same vein would be great.

submitted by /u/MySound_
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Do we know for sure what the 4-man meta will be in Season 11?

Posted: 16 Jul 2017 08:47 AM PDT

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